forked from joejulian/gio
app,app/internal/gpu: split render loop from GPU
The policy of rendering on a separate goroutine is separate from the actual rendering. Reflect that by introducing the RenderLoop type for driving a GPU from a separate goroutine. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
+152
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// SPDX-License-Identifier: Unlicense OR MIT
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package app
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import (
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"image"
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"runtime"
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"gioui.org/app/internal/gl"
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"gioui.org/app/internal/gpu"
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"gioui.org/op"
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)
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type renderLoop struct {
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summary string
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drawing bool
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err error
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frames chan frame
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results chan frameResult
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refresh chan struct{}
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refreshErr chan error
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ack chan struct{}
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stop chan struct{}
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stopped chan struct{}
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}
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type frame struct {
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collectStats bool
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viewport image.Point
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ops *op.Ops
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}
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type frameResult struct {
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summary string
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err error
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}
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func newLoop(ctx gl.Context) (*renderLoop, error) {
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l := &renderLoop{
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frames: make(chan frame),
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results: make(chan frameResult),
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refresh: make(chan struct{}),
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refreshErr: make(chan error),
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// Ack is buffered so GPU commands can be issued after
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// ack'ing the frame.
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ack: make(chan struct{}, 1),
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stop: make(chan struct{}),
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stopped: make(chan struct{}),
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}
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if err := l.renderLoop(ctx); err != nil {
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return nil, err
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}
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return l, nil
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}
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func (l *renderLoop) renderLoop(glctx gl.Context) error {
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// GL Operations must happen on a single OS thread, so
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// pass initialization result through a channel.
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initErr := make(chan error)
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go func() {
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defer close(l.stopped)
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runtime.LockOSThread()
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// Don't UnlockOSThread to avoid reuse by the Go runtime.
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if err := glctx.MakeCurrent(); err != nil {
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initErr <- err
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return
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}
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g, err := gpu.New(glctx.Functions())
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if err != nil {
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initErr <- err
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return
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}
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defer glctx.Release()
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initErr <- nil
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loop:
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for {
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select {
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case <-l.refresh:
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l.refreshErr <- glctx.MakeCurrent()
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case frame := <-l.frames:
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glctx.Lock()
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g.Collect(frame.collectStats, frame.viewport, frame.ops)
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// Signal that we're done with the frame ops.
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l.ack <- struct{}{}
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g.Frame(frame.collectStats, frame.viewport)
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var res frameResult
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res.err = glctx.Present()
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res.summary = g.EndFrame(frame.collectStats)
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glctx.Unlock()
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l.results <- res
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case <-l.stop:
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break loop
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}
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}
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}()
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return <-initErr
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}
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func (l *renderLoop) Release() {
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// Flush error.
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l.Flush()
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close(l.stop)
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<-l.stopped
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l.stop = nil
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}
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func (l *renderLoop) Flush() error {
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if l.drawing {
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st := <-l.results
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l.setErr(st.err)
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if st.summary != "" {
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l.summary = st.summary
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}
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l.drawing = false
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}
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return l.err
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}
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func (l *renderLoop) Summary() string {
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return l.summary
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}
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func (l *renderLoop) Refresh() {
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if l.err != nil {
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return
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}
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// Make sure any pending frame is complete.
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l.Flush()
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l.refresh <- struct{}{}
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l.setErr(<-l.refreshErr)
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}
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// Draw initiates a draw of a frame. It returns a channel
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// than signals when the frame is no longer being accessed.
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func (l *renderLoop) Draw(profile bool, viewport image.Point, frameOps *op.Ops) <-chan struct{} {
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if l.err != nil {
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l.ack <- struct{}{}
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return l.ack
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}
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l.Flush()
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l.frames <- frame{profile, viewport, frameOps}
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l.drawing = true
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return l.ack
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}
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func (l *renderLoop) setErr(err error) {
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if l.err == nil {
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l.err = err
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}
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}
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